leocad/common/object.h

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#ifndef _OBJECT_H_
#define _OBJECT_H_
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#include "lc_math.h"
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class Object;
/*
#define LC_OBJECT_NAME_LEN 80
#define LC_OBJECT_HIDDEN 0x01
#define LC_OBJECT_SELECTED 0x02
#define LC_OBJECT_FOCUSED 0x04
*/
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enum LC_OBJECT_TYPE
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{
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LC_OBJECT_PIECE,
LC_OBJECT_CAMERA,
LC_OBJECT_CAMERA_TARGET,
LC_OBJECT_LIGHT,
LC_OBJECT_LIGHT_TARGET,
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// LC_OBJECT_CURVE,
// LC_OBJECT_CURVE_POINT,
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// LC_OBJECT_GROUP,
// LC_OBJECT_GROUP_PIVOT,
};
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// key handling
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struct LC_OBJECT_KEY
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{
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unsigned short time;
float param[4];
unsigned char type;
LC_OBJECT_KEY* next;
};
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struct LC_OBJECT_KEY_INFO
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{
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const char *description;
unsigned char size; // number of floats
unsigned char type;
};
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struct lcClickLine
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{
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lcVector3 Start;
lcVector3 End;
float MinDist;
Object* Closest;
};
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class Object
{
public:
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Object(LC_OBJECT_TYPE nType);
virtual ~Object();
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public:
// Move the object.
virtual void Move(unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz) = 0;
// Check if the object intersects the ray.
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virtual void MinIntersectDist(lcClickLine* ClickLine) = 0;
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// bSelecting is the action (add/remove), bFocus means "add focus if selecting"
// or "remove focus only if deselecting", bMultiple = Ctrl key is down
virtual void Select(bool bSelecting, bool bFocus, bool bMultiple) = 0;
// Check if the object intersects the volume specified by a given set of planes.
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virtual bool IntersectsVolume(const lcVector4 Planes[6]) const = 0;
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/*
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virtual void UpdatePosition(unsigned short nTime, bool bAnimation) = 0;
virtual void CompareBoundingBox(float *box) { };
virtual void Render(LC_RENDER_INFO* pInfo) = 0;
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// Query functions
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virtual bool IsSelected() const
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{ return (m_nState & LC_OBJECT_SELECTED) != 0; };
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virtual bool IsFocused() const
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{ return (m_nState & LC_OBJECT_FOCUSED) != 0; };
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virtual bool IsVisible(unsigned short nTime, bool bAnimation) const
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{ return (m_nState & LC_OBJECT_HIDDEN) == 0; }
const char* GetName() const
{ return m_strName; }
// State change, most classes will have to replace these functions
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virtual void SetSelection(bool bSelect, void *pParam = NULL)
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{
if (bSelect)
m_nState |= LC_OBJECT_SELECTED;
else
m_nState &= ~(LC_OBJECT_SELECTED | LC_OBJECT_FOCUSED);
};
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virtual void SetFocus(bool bFocus, void *pParam = NULL)
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{
if (bFocus)
m_nState |= (LC_OBJECT_SELECTED | LC_OBJECT_FOCUSED);
else
m_nState &= ~LC_OBJECT_FOCUSED;
};
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virtual void SetVisible(bool bVisible)
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{
if (bVisible)
m_nState &= ~LC_OBJECT_HIDDEN;
else
{
m_nState |= LC_OBJECT_HIDDEN;
SetSelection (false, NULL);
}
}
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virtual bool SetColor(int nColor)
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{ return false; };
*/
// determine the object type
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bool IsPiece() const
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{ return m_nObjectType == LC_OBJECT_PIECE; }
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bool IsCamera() const
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{ return m_nObjectType == LC_OBJECT_CAMERA; }
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bool IsLight() const
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{ return m_nObjectType == LC_OBJECT_LIGHT; }
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// bool IsCurve() const
// { return m_nObjectType == LC_OBJECT_CURVE; }
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LC_OBJECT_TYPE GetType() const
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{ return m_nObjectType; }
virtual const char* GetName() const = 0;
/*
// For linked lists
Object* m_pNext;
Object* m_pNextRender;
Object* m_pParent;
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Object* GetTopAncestor() const
{ return m_pParent ? m_pParent->GetTopAncestor() : this; }
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*/
protected:
// Str m_strName;
// unsigned char m_nState;
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virtual bool FileLoad(lcFile& file);
virtual void FileSave(lcFile& file) const;
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// Key handling stuff
public:
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void CalculateSingleKey(unsigned short nTime, bool bAnimation, int keytype, float *value) const;
void ChangeKey(unsigned short time, bool animation, bool addkey, const float *param, unsigned char keytype);
virtual void InsertTime(unsigned short start, bool animation, unsigned short time);
virtual void RemoveTime(unsigned short start, bool animation, unsigned short time);
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int GetKeyTypeCount() const
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{ return m_nKeyInfoCount; }
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const LC_OBJECT_KEY_INFO* GetKeyTypeInfo(int index) const
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{ return &m_pKeyInfo[index]; };
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const float* GetKeyTypeValue(int index) const
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{ return m_pKeyValues[index]; };
protected:
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void RegisterKeys(float *values[], LC_OBJECT_KEY_INFO* info, int count);
void CalculateKeys(unsigned short nTime, bool bAnimation);
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private:
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void RemoveKeys();
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LC_OBJECT_KEY* m_pAnimationKeys;
LC_OBJECT_KEY* m_pInstructionKeys;
float **m_pKeyValues;
LC_OBJECT_KEY_INFO *m_pKeyInfo;
int m_nKeyInfoCount;
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private:
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LC_OBJECT_TYPE m_nObjectType;
};
#endif